Hey everybody! First time poster here (even though I browsed the forum before to look for interesting ideas).
Okay, so I've only skimmed over the rocket and missile parts of SR4A before, but never read the rules in detail. The weapons just haven't been used in my game, so far. However, I always intended to run a scenario where their use would be appropriate, so I finally sat down and gave them a closer look. I'm not sure if I got everything right, because some of the numbers look really off to me.
Basically, the scenario that's about to come up takes place in some rundown barrens/urban warzone and involves the armored ride of a police force coming under fire from some (relatively) well equipped insurgents. Nothing fancy, however, so I decided to give them a handful of disposable LAW from Arsenal, used by people who have received some training in their use.
They have average stats (AGI 3, Skill 3) and plan to ambush the vehicles while parked. Now, firing from short range at a stationary target without any penalties and a pool of 6 dice will give them 2 hits on average. However, they way I read the scatter rules, I have to roll (4D6 - hits) in any case. Uhm, how are they supposed to hit at all?
On average, I'd have to roll 10+ hits to even have a chance to cancel out the scatter generated by 4D6. Even with incredible luck and rolling only ones, the shooter would still need at least 4 hits. I must be missing something in the rules, because a shot like this is not just unlikely, it's bascially impossible.
I know that better gear can improve the chances, but that can't be the solution, can it? This is not a challenging shot, so a basic military grunt should be able to fire a LAW at a parked APC within short range with at least some chance of success.